• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Please note that users with less than 6 posts will have their threads/posts go to the approval queue if it has links or messages. This counts edits made to threads/posts after they were already approved and is intentional anti-spam behavior that is unfortunately necessary. Once you reach 6 posts, this will no longer occur.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

Emerald hack: Pokémon Inclement Emerald: A Decomp Difficulty Hack [Version 1.13]

  • 2
    Posts
    5
    Years
    • Seen Sep 27, 2023
    I got to 'My previous hacks, Photonic Moon' and went "Ooooooooooh, so that's why this sounds so good so far". I guess it helps to read the post author! From the sounds of it, this might come to be the best Emerald hack thus far. I'm really picky about them too, but you do a lot of things I love and your other hacks are fire. Very excited to try this out!
     
  • 1
    Posts
    2
    Years
    • Seen Dec 10, 2021
    after playing this for a bit I found out that the daycare exp gaining doesn't work is this intentional or a bug?
     
  • 1
    Posts
    2
    Years
    • Seen Sep 2, 2021
    I've been loving the game, but I'm confused about something. In preparation for Flannery, I've been trying to breed a Surskit and Marill to get a Marill with Aqua Jet. They're of opposite genders and they're in the same Egg Group (according to Bulbapedia at least). However, when talking to the Day Care Man, he gives the message associated with two Pokémon not being compatible (that they prefer to play with different Pokémon).
     
  • 53
    Posts
    4
    Years
    • Seen Jun 22, 2023
    I actually got a suggestion for some new stuff, alongside a buff to a normally useless ability and to a classic bad mon, since I imagine there's a lot more freedom you have now thanks to not being restricted to hardcoded 3DS stuff:

    - Add in an ability/item/whatever that allows "Room" moves (Wonder Room, Trick Room and Magic Room) to last 8 turns, instead of 5, similar to most other in-battle effects like weather and terrains. Room moves are certainly an interesting idea, but it's somewhat hard to make them work currently, especially in single battles, since you're gonna have to waste a turn setting it up, making you only have 4 turns to make it work, which isn't too much time. Whichever option you decide to go with, it could certainly help making teams with that sort of gimmick more fun and viable, as well as allowing you to make some wacky ideas for teams in the 2.0 update (or whatever the update is gonna be that adds in the Gen 8 mons).

    - Buff Emergency Exit to not be a straight-up downside. Currently it's about 10x better to roll with Shell Armor for Golisopod as it doesn't mess you up when getting hit by a somewhat strong hit. Changing the ability could potentially make its vanilla playstyle more viable. A personal idea is to make it increase the damage of priority moves by 20%, with it increasing to 50% on the first turn to synergize with First Impression.

    - And here comes another idea on making Delcatty good: maybe change it to a mon that specializes on crippling the enemy, rather than just hitting them hit hard. Increase its defenses, give it stuff such as Skill Swap, the Split moves, Screech, Taunt, maybe even wacky moves like Noble Roar or Stealth Rock or something. Would be an interesting playstyle that could give it some sort of identity.
     
  • 14
    Posts
    3
    Years
    • Seen Sep 2, 2021
    With the enhanced difficulty options and greatly improved AI's I think there should be an option (a better option than the 10 oran berry system) to PAY to max out EV's. That and a level cap should be implemented. Just a suggestion but, I think it'll make the experience better.

    Question: Is there an active walkthrough other than the files provided ? I'm playing through with a dark type team and I'm looking for some form of documentation of upcoming boss battles and teams. If not no worries, but it would sure be helpful.
     
  • 5
    Posts
    2
    Years
    • Seen Sep 10, 2021
    Bringing in Rare Candy cheats would be nice, for anyone who doesnt want to have to do any grinding and just want to get to the battles (me), otherwise really enjoying this!
     
  • 12
    Posts
    3
    Years
    • Seen Aug 13, 2022
    Yeah electric types can be quite hard to completely wall with ground types, some of them get some interesting coverage options. Good to hear you got past it though! I don't think there's anything on par with my totem fights in this one, but the gyms are a bit harder than the trial captains were.

    I know what you mean! I've never been good at totem fights to begin with.

    By the way, could you include a doc detailing Tutor moves on a future update? Like, what moves are available with each gym badge? Can't find it anywhere.
    It would be nice to know when I'll be able to perfect my team's moveset.
     
  • 1,591
    Posts
    10
    Years
    • Seen Mar 20, 2024
    Finished most of the stuff like fights and legendary hunt atm bar catching the roaming legendary but i loved all the fights of the game and the changes. i also did the doubles and singles version of the gym leader rematches and loved them.
    will do another run in 1.3 with a team i have in my mind and later on when gen 8 is added another one and many more .
    a question though. raichu line can get fly with the egg lady but due to it not learning fly from hm cant fly if it doesnt have the move? just to know. and a suggestion maybe for the fly thing, maybe make the map a way to be able fly or if not an item maybe. mostly make it less tedious for players, so they dont have to get a flying mon to move around the region.
    another minor thing , could it be possible for in postgame or if not earlier to make it so we can get both bikes? just a silly question since i dont know if its possible or not
    But overall fantastic game will wait for the patches . thank you for your work buffel
    Thanks! Guess I could give Raichu Fly as well, it was meant to be a "special" thing just for that egg Pichu. Not like it's very useful in this hack though! I might look into adding the Eon Flute at some point, and both bikes can definitely be done too.
    Hi, will you still do a standard version? I will wait if you are working on it.
    Eventually yes!
    Still need to pop open the updated version at some point today to test, but eh. Things are still pretty good.

    If suggestions are being taken, could you look into prepping Mega Evolutions for the Johto starters? Potentially in the vein of Insurgence/GSC in future updates? Cuz even with their new typings, slight stat buffs and moves, the three are in an awkward spot between two gens of Mega Evolving starter Mons. Oh, and maybe a typing change for Ledian to better fit its physical-centric, Close Combat-ing self?
    They're all pretty good already IMO (Typhlosion's even kinda broken with Sand Rush, probably should've gone with Sand Force instead), but sure I'll consider giving them megas too.
    I wanted just to know how to get a protean froakie in the hack.
    Get a Froakie and use an Ability Patch on it.
    Oh poop. So not only did the Berry Blender freeze my game, it corrupted the save file so much that it wiped my entire save.

    Well, at least when 1.3 comes out I'll have an excuse to try out a new team 😅
    Haven't seen that before! I'll disable it until I can find out what broke it.
    ALSO, BUG SPOTTED:

    Baneful Bunker is jank. Contact, charge-up moves still trigger the poison effect even on the turn they're charging, like with Dig. It'll hit the next turn, but it shouldn't have set off the poison effect to begin with.
    Additionally, a house in Mossdeep kind of causes the game to halt entirely, in the vein of the old Parabolic Charge bug.

    Oh, and Jelicent's sprite is bugged upon capture, blending the colors of both and giving the opposite look in the Dex. I fear getting Bad Egg'd, so not touchin' that.
    Yeah it and the other protect + effect moves all do that; they can also trigger if a sleeping mon chooses a contact move and doesn't wake up. The freezing house is fixed in 1.3, and Jellicent should be safe, that's just a visual bug with the gender differences code (thought I'd fixed that actually, will test again).

    I got to 'My previous hacks, Photonic Moon' and went "Ooooooooooh, so that's why this sounds so good so far". I guess it helps to read the post author! From the sounds of it, this might come to be the best Emerald hack thus far. I'm really picky about them too, but you do a lot of things I love and your other hacks are fire. Very excited to try this out!
    Haha, thanks! Hope it lives up to my other hacks!
    after playing this for a bit I found out that the daycare exp gaining doesn't work is this intentional or a bug?
    Intentional! It's been updated to gen 8 standards.
    I've been loving the game, but I'm confused about something. In preparation for Flannery, I've been trying to breed a Surskit and Marill to get a Marill with Aqua Jet. They're of opposite genders and they're in the same Egg Group (according to Bulbapedia at least). However, when talking to the Day Care Man, he gives the message associated with two Pokémon not being compatible (that they prefer to play with different Pokémon).
    Seems Marill has the wrong egg group in the hack. The egg move transfer code will also only pass down Azurill's egg moves at the moment, so I'll need to fix those!
    I actually got a suggestion for some new stuff, alongside a buff to a normally useless ability and to a classic bad mon, since I imagine there's a lot more freedom you have now thanks to not being restricted to hardcoded 3DS stuff:

    - Add in an ability/item/whatever that allows "Room" moves (Wonder Room, Trick Room and Magic Room) to last 8 turns, instead of 5, similar to most other in-battle effects like weather and terrains. Room moves are certainly an interesting idea, but it's somewhat hard to make them work currently, especially in single battles, since you're gonna have to waste a turn setting it up, making you only have 4 turns to make it work, which isn't too much time. Whichever option you decide to go with, it could certainly help making teams with that sort of gimmick more fun and viable, as well as allowing you to make some wacky ideas for teams in the 2.0 update (or whatever the update is gonna be that adds in the Gen 8 mons).

    - Buff Emergency Exit to not be a straight-up downside. Currently it's about 10x better to roll with Shell Armor for Golisopod as it doesn't mess you up when getting hit by a somewhat strong hit. Changing the ability could potentially make its vanilla playstyle more viable. A personal idea is to make it increase the damage of priority moves by 20%, with it increasing to 50% on the first turn to synergize with First Impression.

    - And here comes another idea on making Delcatty good: maybe change it to a mon that specializes on crippling the enemy, rather than just hitting them hit hard. Increase its defenses, give it stuff such as Skill Swap, the Split moves, Screech, Taunt, maybe even wacky moves like Noble Roar or Stealth Rock or something. Would be an interesting playstyle that could give it some sort of identity.
    - IMO Trick Room is a little too strong to last 8 turns! In doubles that'd be the entire battle most of the time. The other rooms are just kinda bad no matter how long they last.
    - I might look into making it activate at the end of the turn (so that you still get to move when it activates) at some point but there are more pressing issues at the moment!
    - I'll consider it but I'm pretty sold on the Normalize buff at the moment 😅! If it turns out to be broken I'll go with this.

    With the enhanced difficulty options and greatly improved AI's I think there should be an option (a better option than the 10 oran berry system) to PAY to max out EV's. That and a level cap should be implemented. Just a suggestion but, I think it'll make the experience better.
    That's already a thing! The Oran berries are for the nature changer, nothing to do with EVs. A level cap will be included next patch, it definitely improves the early game.
    Question: Is there an active walkthrough other than the files provided ? I'm playing through with a dark type team and I'm looking for some form of documentation of upcoming boss battles and teams. If not no worries, but it would sure be helpful.
    There's no walkthrough as far as I know. Trainer info can be viewed in the link in the first post though!
    Bringing in Rare Candy cheats would be nice, for anyone who doesnt want to have to do any grinding and just want to get to the battles (me), otherwise really enjoying this!
    The next version will improve the experience system; hopefully it'll remove the need for grinding completely!

    I know what you mean! I've never been good at totem fights to begin with.

    By the way, could you include a doc detailing Tutor moves on a future update? Like, what moves are available with each gym badge? Can't find it anywhere.
    It would be nice to know when I'll be able to perfect my team's moveset.
    Yes that'll definitely be done at some point! I think there's one on the discord for now though.
     
  • 1,591
    Posts
    10
    Years
    • Seen Mar 20, 2024
    Version 1.3 is up! You might want to update as soon as you can, BUT note that this version adds a major change to the levelling system, so you might also want to hold off for a bit.

    New features:
    • Fly no longer requires a badge
    • All starters now evolve no later than level 16
    • Added level caps until the Heat Badge is obtained
    • The PC move tutor can now reset buggy events from old versions
    • Nature changer shows affected stats
    • Dream Balls are obtainable after the Knuckle Badge

    Bug fixes:
    Spoiler:

    If you're interested I'd like to explain the rationale behind adding the level cap. Without the cap, the scaling exp system has two major issues:
    1. If you have one over-levelled Pokémon (like your starter early on) it can be very difficult for the rest of your party to catch up to them, which leads to pointless and boring grinding.
    2. It's very easy to become grossly overlevelled; I've seen level 30+ mons beating up poor Roxanne!
    The cap system fixes both of these issues. It works like this: if your Pokemon is above the level cap, it earns 1 exp. Any Pokemon below the cap gets exp. as normal. Pokemon above the cap still earn EVs, but they won't applied until the next time you level up. So when your starter hits level 16 and the rest of your party is still well below that, they'll have a chance to catch up. Combined with the BW-style experience system (which gives low level mons more exp for battling higher level mons), it should now be much easier to train up a full party. The caps are set up so that you'll probably hit them before beating all the available trainers, so you'll have some extra exp available for training up new team members.

    Current caps are the following:
    Spoiler:


    Also, I've changed how the Training Band works, as it was doing a lot more than it should have. It was supposed to quickly boost up a mon that'd been sitting in the box for a while, or had just hatched from an egg. What it was actually doing was giving every mon holding one 5x exp gain everytime one of your Pokemon levelled up, which was over the top. It now works only if the holder is at least five levels below the highest level in the party.
     
  • 61
    Posts
    3
    Years
    • Seen May 28, 2024
    Version 1.3 is up! You might want to update as soon as you can, BUT note that this version adds a major change to the levelling system, so you might also want to hold off for a bit.

    New features:
    • Fly no longer requires a badge
    • All starters now evolve no later than level 16
    • Added level caps until the Heat Badge is obtained
    • The PC move tutor can now reset buggy events from old versions
    • Nature changer shows affected stats
    • Dream Balls are obtainable after the Knuckle Badge

    Bug fixes:
    Spoiler:

    If you're interested I'd like to explain the rationale behind adding the level cap. Without the cap, the scaling exp system has two major issues:
    1. If you have one over-levelled Pokémon (like your starter early on) it can be very difficult for the rest of your party to catch up to them, which leads to pointless and boring grinding.
    2. It's very easy to become grossly overlevelled; I've seen level 30+ mons beating up poor Roxanne!
    The cap system fixes both of these issues. It works like this: if your Pokemon is above the level cap, it earns 1 exp. Any Pokemon below the cap gets exp. as normal. Pokemon above the cap still earn EVs, but they won't applied until the next time you level up. So when your starter hits level 16 and the rest of your party is still well below that, they'll have a chance to catch up. Combined with the BW-style experience system (which gives low level mons more exp for battling higher level mons), it should now be much easier to train up a full party. The caps are set up so that you'll probably hit them before beating all the available trainers, so you'll have some extra exp available for training up new team members.

    Current caps are the following:
    Spoiler:


    Also, I've changed how the Training Band works, as it was doing a lot more than it should have. It was supposed to quickly boost up a mon that'd been sitting in the box for a while, or had just hatched from an egg. What it was actually doing was giving every mon holding one 5x exp gain everytime one of your Pokemon levelled up, which was over the top. It now works only if the holder is at least five levels below the highest level in the party.

    Will this patch affect the postgame save ? I've completed it yesterday , still wonder if it affect the gameplay much , or should i started a new save ?
     
  • 1,591
    Posts
    10
    Years
    • Seen Mar 20, 2024
    Will this patch affect the postgame save ? I've completed it yesterday , still wonder if it affect the gameplay much , or should i started a new save ?
    Your post game save will work with it, but it won't affect much apart from the bug fixes.
     
  • 3
    Posts
    5
    Years
    • Seen Aug 31, 2021
    Thank you for you hard work and all the people on your team! Congratulations on another release!


    I must admit i was a filthy Training Band abuser though
     
  • 1,591
    Posts
    10
    Years
    • Seen Mar 20, 2024
    Thank you for you hard work and all the people on your team! Congratulations on another release!


    I must admit i was a filthy Training Band abuser though
    No problem! Should be a much less buggy game now.

    Haha, it was pretty busted! I'll add some "proper" way to grind later, but hopefully the exp fixes will make it less necessary.
     
  • 3
    Posts
    2
    Years
    • Seen Mar 4, 2022
    I got froakie and when i use the ability pill i am only getting inflitrator and torrent ability and not protean. It was said to me I should use ability patch but how does that worls if someone can explain.
     
  • 3
    Posts
    8
    Years
    • Seen Dec 23, 2021
    I got froakie and when i use the ability pill i am only getting inflitrator and torrent ability and not protean. It was said to me I should use ability patch but how does that worls if someone can explain.

    You can buy the ability patch item
    Spoiler:
    and you can also find one
    Spoiler:
    .

    Else you have to use dream balls to get a pokémon with its hidden ability.
     
    Back
    Top